webgl_batch_lod_bvh.html 8.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js raycaster - batch - lod - bvh</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. a {
  10. text-decoration: underline;
  11. }
  12. </style>
  13. </head>
  14. <body>
  15. <div id="info">
  16. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> batch lod bvh - <a href="https://github.com/agargaro/batched-mesh-extensions" target="_blank" rel="noopener">@three.ez/batched-mesh-extensions</a><br/>
  17. BatchedMesh with 10 geometries and 500k instances.<br>
  18. Each geometry has 5 LODs (4 generated with meshoptimizer). <br>
  19. Frustum culling and raycasting are accelerated by using BVHs (TLAS & BLAS). <br>
  20. </div>
  21. <script type="importmap">
  22. {
  23. "imports": {
  24. "three": "../build/three.module.js",
  25. "three/addons/": "./jsm/",
  26. "three-mesh-bvh": "https://cdn.jsdelivr.net/npm/three-mesh-bvh@0.9.0/build/index.module.js",
  27. "@three.ez/batched-mesh-extensions": "https://cdn.jsdelivr.net/npm/@three.ez/batched-mesh-extensions@0.0.8/build/webgl.js",
  28. "bvh.js": "https://cdn.jsdelivr.net/npm/bvh.js@0.0.13/build/index.js",
  29. "@three.ez/simplify-geometry": "https://cdn.jsdelivr.net/npm/@three.ez/simplify-geometry@0.0.1/build/index.js",
  30. "meshoptimizer": "https://cdn.jsdelivr.net/npm/meshoptimizer@0.23.0/+esm"
  31. }
  32. }
  33. </script>
  34. <script type="module">
  35. import * as THREE from 'three';
  36. import Stats from 'three/addons/libs/stats.module.js';
  37. import { MapControls } from 'three/addons/controls/MapControls.js';
  38. import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
  39. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  40. import { acceleratedRaycast, computeBatchedBoundsTree } from 'three-mesh-bvh';
  41. import { createRadixSort, extendBatchedMeshPrototype, getBatchedMeshLODCount } from '@three.ez/batched-mesh-extensions';
  42. import { performanceRangeLOD, simplifyGeometriesByErrorLOD } from '@three.ez/simplify-geometry';
  43. // add and override BatchedMesh methods ( @three.ez/batched-mesh-extensions )
  44. extendBatchedMeshPrototype();
  45. // add the extension functions ( three-mesh-bvh )
  46. THREE.Mesh.prototype.raycast = acceleratedRaycast;
  47. THREE.BatchedMesh.prototype.computeBoundsTree = computeBatchedBoundsTree;
  48. let stats;
  49. let camera, scene, renderer;
  50. const instancesCount = 500000;
  51. let batchedMesh;
  52. let lastHoveredInstance = null;
  53. const lastHoveredColor = new THREE.Color();
  54. const highlight = new THREE.Color( 'red' );
  55. const raycaster = new THREE.Raycaster();
  56. const mouse = new THREE.Vector2( 1, 1 );
  57. const position = new THREE.Vector3();
  58. const quaternion = new THREE.Quaternion();
  59. const scale = new THREE.Vector3( 1, 1, 1 );
  60. const matrix = new THREE.Matrix4();
  61. const color = new THREE.Color();
  62. init();
  63. async function init() {
  64. // renderer
  65. renderer = new THREE.WebGLRenderer( { antialias: true } );
  66. renderer.setPixelRatio( window.devicePixelRatio );
  67. renderer.setSize( window.innerWidth, window.innerHeight );
  68. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  69. renderer.toneMappingExposure = 0.8;
  70. document.body.appendChild( renderer.domElement );
  71. //
  72. scene = new THREE.Scene();
  73. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  74. scene.environment = pmremGenerator.fromScene( new RoomEnvironment(), 0.04 ).texture;
  75. //
  76. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 1000 );
  77. camera.position.set( 0, 20, 55 );
  78. //
  79. raycaster.firstHitOnly = true;
  80. stats = new Stats();
  81. document.body.appendChild( stats.dom );
  82. const controls = new MapControls( camera, renderer.domElement );
  83. controls.maxPolarAngle = Math.PI / 2;
  84. const geometries = [
  85. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 1 ),
  86. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 2 ),
  87. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 3 ),
  88. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 4 ),
  89. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 5 ),
  90. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 2, 1 ),
  91. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 2, 3 ),
  92. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 3, 1 ),
  93. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 4, 1 ),
  94. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 5, 3 )
  95. ];
  96. // generate 4 LODs (levels of detail) for each geometry
  97. const geometriesLODArray = await simplifyGeometriesByErrorLOD( geometries, 4, performanceRangeLOD );
  98. // create BatchedMesh
  99. const { vertexCount, indexCount, LODIndexCount } = getBatchedMeshLODCount( geometriesLODArray );
  100. batchedMesh = new THREE.BatchedMesh( instancesCount, vertexCount, indexCount, new THREE.MeshStandardMaterial( { metalness: 1, roughness: 0.8 } ) );
  101. // enable radix sort for better performance
  102. batchedMesh.customSort = createRadixSort( batchedMesh );
  103. // add geometries and their LODs to the batched mesh ( all LODs share the same position array )
  104. for ( let i = 0; i < geometriesLODArray.length; i ++ ) {
  105. const geometryLOD = geometriesLODArray[ i ];
  106. const geometryId = batchedMesh.addGeometry( geometryLOD[ 0 ], - 1, LODIndexCount[ i ] );
  107. batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 1 ], 50 );
  108. batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 2 ], 100 );
  109. batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 3 ], 125 );
  110. batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 4 ], 200 );
  111. }
  112. // place instances in a 2D grid with randomized rotation and color
  113. const sqrtCount = Math.ceil( Math.sqrt( instancesCount ) );
  114. const size = 5.5;
  115. const start = ( sqrtCount / - 2 * size ) + ( size / 2 );
  116. for ( let i = 0; i < instancesCount; i ++ ) {
  117. const r = Math.floor( i / sqrtCount );
  118. const c = i % sqrtCount;
  119. const id = batchedMesh.addInstance( Math.floor( Math.random() * geometriesLODArray.length ) );
  120. position.set( c * size + start, 0, r * size + start );
  121. quaternion.random();
  122. batchedMesh.setMatrixAt( id, matrix.compose( position, quaternion, scale ) );
  123. batchedMesh.setColorAt( id, color.setHSL( Math.random(), 0.6, 0.5 ) );
  124. }
  125. // compute blas (bottom-level acceleration structure) bvh ( three-mesh-bvh )
  126. batchedMesh.computeBoundsTree();
  127. // compute tlas (top-level acceleration structure) bvh ( @three.ez/batched-mesh-extensions )
  128. batchedMesh.computeBVH( THREE.WebGLCoordinateSystem );
  129. scene.add( batchedMesh );
  130. // set up gui
  131. const config = {
  132. freeze: false,
  133. useBVH: true,
  134. useLOD: true
  135. };
  136. const bvh = batchedMesh.bvh;
  137. const lods = batchedMesh._geometryInfo.map( x => x.LOD );
  138. const onBeforeRender = batchedMesh.onBeforeRender;
  139. const gui = new GUI();
  140. gui.add( batchedMesh, 'instanceCount' ).disable();
  141. gui.add( config, 'freeze' ).onChange( v => {
  142. batchedMesh.onBeforeRender = v ? () => {} : onBeforeRender;
  143. } );
  144. const frustumCullingFolder = gui.addFolder( 'Frustum culling & raycasting' );
  145. frustumCullingFolder.add( config, 'useBVH' ).onChange( v => {
  146. batchedMesh.bvh = v ? bvh : null;
  147. } );
  148. const geometriesFolder = gui.addFolder( 'Geometries' );
  149. geometriesFolder.add( config, 'useLOD' ).onChange( v => {
  150. const geometryInfo = batchedMesh._geometryInfo;
  151. for ( let i = 0; i < geometryInfo.length; i ++ ) {
  152. geometryInfo[ i ].LOD = v ? lods[ i ] : null;
  153. }
  154. } );
  155. document.addEventListener( 'pointermove', onPointerMove );
  156. window.addEventListener( 'resize', onWindowResize );
  157. onWindowResize();
  158. renderer.setAnimationLoop( animate );
  159. }
  160. function onPointerMove( event ) {
  161. event.preventDefault();
  162. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  163. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  164. raycast();
  165. }
  166. function onWindowResize() {
  167. camera.aspect = window.innerWidth / window.innerHeight;
  168. camera.updateProjectionMatrix();
  169. renderer.setSize( window.innerWidth, window.innerHeight );
  170. }
  171. function raycast() {
  172. raycaster.setFromCamera( mouse, camera );
  173. const intersection = raycaster.intersectObject( batchedMesh );
  174. const batchId = intersection.length > 0 ? intersection[ 0 ].batchId : null;
  175. if ( lastHoveredInstance === batchId ) return;
  176. if ( lastHoveredInstance ) {
  177. batchedMesh.setColorAt( lastHoveredInstance, lastHoveredColor );
  178. }
  179. if ( batchId ) {
  180. batchedMesh.getColorAt( batchId, lastHoveredColor );
  181. batchedMesh.setColorAt( batchId, highlight );
  182. }
  183. lastHoveredInstance = batchId;
  184. }
  185. function animate() {
  186. stats.begin();
  187. renderer.render( scene, camera );
  188. stats.end();
  189. }
  190. </script>
  191. </body>
  192. </html>
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